﻿Shader "BToolkit/AR/ARShadow"{
	Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }
 
    SubShader {
        Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
        LOD 200
        Blend Zero SrcColor
 
        CGPROGRAM
 
        #pragma surface surf ShadowOnly
 
        fixed4 _Color;
 
        struct Input {
            float2 uv_MainTex;
        };
 
        inline fixed4 LightingShadowOnly (SurfaceOutput s, fixed3 lightDir, fixed atten)
        {
            fixed4 c;
            c.rgb = s.Albedo*atten;
            c.a = s.Alpha;
            return c;
        }
 
        void surf (Input IN, inout SurfaceOutput o) 
        {
            fixed4 c = _Color; 
            o.Albedo = c.rgb;
            o.Alpha = 1;
        }
        ENDCG
    }
    Fallback "Transparent/Cutout/VertexLit"
}